Wilderness Overhaul

Show off your mod creations or just a work in progress.
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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

Daniel87 wrote: Sun Nov 21, 2021 3:24 pm If you like, you can send me your changes as a pull request and I'll have a look at them :)

In the mountains I planned on having a tree line at a certain max height, from where only rocks and flowers will spawn. Was thinking about a snow retexture of these areas as well, if I find the time to look into widening the texture pool per biome, but from what I remember, that is almost impossible.

Also the density of the forest can be managed through its regional height, so you would find denser confiere forests in the valleys and sparse forests on the hill tops. Flowerfields and whole flanks of mountainsides covered in flowers with sparsley a tree here and there will make for an amazing look.

I have used similar functions for the woodland climate, feel free to use the same techniques from there to mess around with the forests of the mountains :)
Yeah, the code is till pretty rough, I'll take a look at your tips
Link to my github here.
And here is my nexus profile.

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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

Shapur wrote: Sun Nov 21, 2021 3:30 pm
Daniel87 wrote: Sun Nov 21, 2021 3:24 pm If you like, you can send me your changes as a pull request and I'll have a look at them :)

In the mountains I planned on having a tree line at a certain max height, from where only rocks and flowers will spawn. Was thinking about a snow retexture of these areas as well, if I find the time to look into widening the texture pool per biome, but from what I remember, that is almost impossible.

Also the density of the forest can be managed through its regional height, so you would find denser confiere forests in the valleys and sparse forests on the hill tops. Flowerfields and whole flanks of mountainsides covered in flowers with sparsley a tree here and there will make for an amazing look.

I have used similar functions for the woodland climate, feel free to use the same techniques from there to mess around with the forests of the mountains :)
Sure, I've made a fork, you can find everything there.
Git will probably show a lot of changes, but that's just some auto formatting by vs code.

The only thing I've really changed is stuff in #region Mountain Spawns.

(Mainly tweaked some numbers from the commented code)
Also feel free to drop questions here concerning my spaghetti code. I will help as best as possible.
In Julianos we Trust.

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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

I'm almost happy with the mountains (except for mountain peeks not being snowy, but we'll probably have sooner 3D models than that).

I am however facing issues with flowers (and other billboards) clipping into the ground on slopes. Any recommendations?
2021_11_22_09_48_49.jpg
2021_11_22_09_48_49.jpg (107.38 KiB) Viewed 6938 times
P.S.: I'll send you a pull request once I'm happy with the changes.
Link to my github here.
And here is my nexus profile.

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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

Ok, I'm almost there.

Expect a pull request soon-ish.
(Didn't fix the flowers clipping yet though)

(Those giant rocks come from World of Daggerfall)
Attachments
2021_11_23_09_49_38.jpg
2021_11_23_09_49_38.jpg (176.57 KiB) Viewed 6884 times
2021_11_23_09_48_58.jpg
2021_11_23_09_48_58.jpg (89.81 KiB) Viewed 6884 times
2021_11_23_09_43_51.jpg
2021_11_23_09_43_51.jpg (125.16 KiB) Viewed 6884 times
Link to my github here.
And here is my nexus profile.

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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

Have you ever encounter an issue like this?
  1. The mod works just fine in the Unity editor
  2. You build a .dfmod, you load up the .dfmod in the Unity editor (by putting it into Assets\StreamingAssets\Mods). It works just fine.
  3. You take the .dfmod, that works in the Unity editor, and try using it with DFU (the compiled version of the game). It doesn't work (no terrain generates). In the player.log are a bunch of these errors"

    Code: Select all

    (Filename: <451019b49f1347529b43a32c5de769af> Line: 0)
    
    Entering new map pixel X=109, Y=158 
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
    
    ArgumentNullException: Value cannot be null.
    Parameter name: shader
      at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader)
      at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <451019b49f1347529b43a32c5de769af>:0 
      at DaggerfallWorkshop.WOTerrainMaterialProvider.CreateMaterial () [0x00000] in <d9c0a5ab14104923b9932bcf9bf10c33>:0 
      at DaggerfallWorkshop.DaggerfallTerrain.InstantiateTerrain () [0x00061] in <fc4a42274efc4888bea80aa05c347990>:0 
      at DaggerfallWorkshop.StreamingWorld.UpdateTerrainData (DaggerfallWorkshop.StreamingWorld+TerrainDesc terrainDesc) [0x00038] in <fc4a42274efc4888bea80aa05c347990>:0 
      at DaggerfallWorkshop.StreamingWorld.InitPlayerTerrain () [0x00033] in <fc4a42274efc4888bea80aa05c347990>:0 
      at DaggerfallWorkshop.StreamingWorld.Update () [0x00093] in <fc4a42274efc4888bea80aa05c347990>:0 
     
    (Filename: <451019b49f1347529b43a32c5de769af> Line: 0)
P.S.: I've sent you my mountain code as a PR
Link to my github here.
And here is my nexus profile.

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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

Yup, I had the issue when I was modding it from an HDD. After switching the Editor + DFU to an SSD, suddenly it worked again properly.

Btw, I made some changes to the mod and will push it later.
In Julianos we Trust.

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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

Daniel87 wrote: Mon Nov 29, 2021 10:32 am Yup, I had the issue when I was modding it from an HDD. After switching the Editor + DFU to an SSD, suddenly it worked again properly.

Btw, I made some changes to the mod and will push it later.
That's strange, ok...

I'm happy to hear you're working on this again.
Of course, wait however long you want, or do t use my code if you don't want to.

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Shapur
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Re: Wilderness Overhaul

Post by Shapur »

Daniel87 wrote: Mon Nov 29, 2021 10:32 am Yup, I had the issue when I was modding it from an HDD. After switching the Editor + DFU to an SSD, suddenly it worked again properly.

Btw, I made some changes to the mod and will push it later.
I do have a reasonably fast SSD and CPU, so that shouldn't be a problem.
Link to my github here.
And here is my nexus profile.

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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

Shapur wrote: Mon Nov 29, 2021 10:45 am
Daniel87 wrote: Mon Nov 29, 2021 10:32 am Yup, I had the issue when I was modding it from an HDD. After switching the Editor + DFU to an SSD, suddenly it worked again properly.

Btw, I made some changes to the mod and will push it later.
I do have a reasonably fast SSD and CPU, so that shouldn't be a problem.
That's weird. For me placing the project into my home directory, did the job.

I updated the shader and fixed some placement bugs of shooting stars as well as cleaning up the whole mod a bit and adding a seed to the mod settings, so now using the same seed SHOULD result in placing the exact same trees in the exact same places. Not sure how to test this though ^^

NExt days and weeks I am planning on adding forests for other densely green landscape types, then adjusting the desert oasis and oasis placement system and then finishing up the mod for going public.

Once the mod is finished, I am thinking about creating an additional mod for volumetric clouds and possibly cloud shadows on the landscape.
In Julianos we Trust.

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Hipnotic Rogue
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Re: Wilderness Overhaul

Post by Hipnotic Rogue »

This sounds like a wonderful project. Can I ask, will there be a big performance hit? If so, will it be CPU or GPU limited? Sorry for the perhaps obvious questions, I'm very new to all things DFU. :)

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